private void ReinitializeGame() { // Remove game object instances for (int i = Collectables.Count - 1; i >= 0; i--) { Collectables.RemoveAt(i); } for (int i = Balls.Count - 1; i >= 0; i--) { Balls.RemoveAt(i); } // Reinitialize Player paddle PlayerPaddle.Width = Paddle.defaultWidth; PlayerPaddle.Height = Paddle.defaultHeight; PlayerPaddle.X = GameAreaWidth / 2 - PlayerPaddle.Width / 2; PlayerPaddle.Y = GameAreaHeight - 50; _currentTick = 0; Balls.Add(new PlayerBall(0, 0)); }
/// <summary> /// Checks interactions between balls and other game instances (death triggers, player paddle, walls, bricks). /// TODO: Could be optimized - when ball is moving from a certain position in a certain direction, /// not all bricks have to be checked for collision. /// </summary> private void CheckBalls() { for (int i = 0; i < Balls.Count; i++) { var ball = Balls[i]; if (ball.IsPinned) { Vector pinnedPosition = PlayerPaddle.GetPinnedPosition(); ball.X = pinnedPosition.X - ball.Width / 2; ball.Y = pinnedPosition.Y - ball.Height; continue; } ball.UpdatePosition(); Vector hitDirection = new Vector(); // Interaction with player paddle if (ball.Intersect(PlayerPaddle, ref hitDirection)) { ball.Bounce(ref hitDirection); if (PlayerPaddle.CurrentPlayerDirection == Paddle.PlayerDirection.left) { ball.DeflectX(-0.85); } else if (PlayerPaddle.CurrentPlayerDirection == Paddle.PlayerDirection.right) { ball.DeflectX(0.85); } } // Interaction with walls foreach (var wall in CurrentLevel.Walls) { if (ball.Intersect(wall, ref hitDirection)) { ball.Bounce(ref hitDirection); } } // Interaction with death triggers foreach (var trigger in CurrentLevel.DeathTriggers) { if (ball.Intersect(trigger, ref hitDirection)) { Balls.Remove(ball); if (Balls.Count < 1) { for (int j = Collectables.Count - 1; j >= 0; j--) { Collectables.RemoveAt(i); } RemoveLife(); } continue; } } // Interaction with bricks foreach (var brickRow in CurrentLevel.BrickRows) { for (int j = brickRow.Count - 1; j >= 0; j--) { Brick brick = brickRow[j]; if (ball.Intersect(brick, ref hitDirection)) { brick.Hit(ball.Damage); if (!brick.Alive()) { CurrentPlayerStats.Score += brick.BrickPoints; int rnd = _randomGenerator.Next(0, 100); if (rnd < 10) { Collectables.Add(new Collectable(Collectable.CollectableType.clone_all, brick.X, brick.Y)); } else if (rnd > 10 && rnd < 15) { Collectables.Add(new Collectable(Collectable.CollectableType.increase_width, brick.X, brick.Y)); } else if (rnd > 15 && rnd < 20) { Collectables.Add(new Collectable(Collectable.CollectableType.decrease_width, brick.X, brick.Y)); } else if (rnd > 20 && rnd < 25) { Collectables.Add(new Collectable(Collectable.CollectableType.decrease_speed, brick.X, brick.Y)); } else if (rnd > 25 && rnd < 30) { Collectables.Add(new Collectable(Collectable.CollectableType.add_life, brick.X, brick.Y)); } else if (rnd > 30 && rnd < 35) { Collectables.Add(new Collectable(Collectable.CollectableType.increase_damage, brick.X, brick.Y)); } brickRow.Remove(brick); if (CurrentLevel.IsAllEmpty()) { NextLevel(); } } ball.Bounce(ref hitDirection); } } } } }